Mummy Heart
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Mummy Scarab
Equivalent to 200 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Mystic Mushroom
When placed in the mouth of a dead comrade, this item restores the character to life with 1 HP. Characters do not regain previously used spells, powers, or abilities. This item must be administered in the same room the character died. “Feeding” a character this item requires a Standard Action.
This mushroom has no effect when eaten by a living character.
This item’s restorative power is not modified by magic items which increase the effectiveness of heals.
Mystic Staff of Fire
magical Ranged weapon that deals Fire damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
Mystic Staff of Frost
magical Ranged weapon that deals Cold damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
Mystic Staff of Shock
magical Ranged weapon that deals Shock damage
Mystic Staff of Shouts
magical Ranged weapon that deals Sonic damage
Mystic Staff of the Asp
magical Ranged weapon that deals Poison damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever Ranged damage bonuses the character may possess, but not Spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
Mystic Staff of the Sun
magical Ranged weapon that deals Sacred damage
Mystic Staff of the Viper
magical Ranged weapon that deals Poison damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever Ranged damage bonuses the character may possess, but not Spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
Mystic Staff of Thor
magical Ranged weapon that deals Shock damage
Mystic Staff of Ymir
magical Ranged weapon that deals Cold damage
Mythic Bead of Defiance
Character gains +8 to one Stat or Ability Score of the player’s choosing. This is a +8 bonus to the Stat itself, not +8 to that Stat or Ability Score’s bonus. The Stat’s bonus will increase by 4 as a result of this item. The choice cannot be altered once the character has left the Coaching Room. In addition, during Mythic DR runs, this token will allow characters a saving throw against any Mythic monster special effects.
Mythic Charm of Fate
Adds +8 to all saving throws. In addition, during Mythic DR runs, this token will allow a character to use damage reduction or saving throws to help mitigate a Mythic monster’s Special Auto-Attack.
Mythic Coin of Wealth
The wearer gains +20 additional Treasure Chips at the end of the adventure.
Mythic Ettin Ring
This ring allows the wearer to equip up to two neck slot items instead of the normal maximum of one. Normal rules that prevent equipping two items of the same name apply. The wearer may not equip both their character’s class legendary and associated relic.
Mythic Ioun Stone of Judgment
Adds +8 to any base damage result (adds +8 to number facing damage dot on a combat board or adds +8 to the Spell damage shown on the character card). It does not affect other damage results like Retribution damage or Scroll damage. In addition, during Mythic DR runs, this token will allow a character to overcome a Mythic monster’s Special Defense.
Necklace of Biting
Grants 1 point of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Necklace of Eir
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +1 HP.
If the Spell can affect more than one target, the caster gets a pool of 1 healing to allocate on an eligible target.
Necklace of Fireballs
This arcane necklace allows any character to cast a swarm of fireballs that will affect every monster in the room. This spell automatically hits and deals 8 points of damage. Every monster must make a DC 15 Reflex saving throw. If the saving throw succeeds, that monster takes half damage.
Necklace of Freyja
Damage Spells (not scrolls, staves, wands, or items) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a pool of 2 damage to allocate among eligible targets–not +2 damage per target.
Necklace of Health
Adds +1 to max HP
Necklace of Natural Armor
Adds +2 to AC
Necklace of Shadows
Adds +2 to AC, but only while in the Underdark
Necklace of the Ash
Negates all special attacks that might be directed against the wearer’s armor or weapons. (E.g., a rust monster’s corrosion ability or sundering attacks from SeyLah’s +2 Sundering Cestus)
Necklace of the Bay
Grants the ability to breathe underwater. It does not grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.
Necklace of the Birch
Adds +1 to Strength (thus, depending on initial Strength score, either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Necklace of the Elm
Adds +2 to ranged AC; does not affect melee AC
Necklace of the Norns
Allows a spell caster to recast a 1st-level spell (1st-level only, not any other level of spell) on the very next round. The bonus spell is “cast as a scroll” (meaning it cannot: benefit from a skill test, be duplicated, be cast as a Free Action, nor be modified in any way) and must be cast on the very next round in order to use the effect. This can be used once per room.
Necklace of the Oak
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Necklace of the Sneak
The wearer’s sneak attacks can crit on 19-20* (assuming the target is capable of being critically hit) and all of the wearer’s sneak attacks may be performed without the standard one round of prep.
*If some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider. I.e., crit-expanding effects do not stack, they overlap.
Twice per game, the wearer may attempt a sneak attack the same monster twice in the same room–neither instance requires a prep round.
Necklace of the Songbird
Allows the bard to perform a Monster Lore Skill✓ as a Free Action.
In addition to the standard bardsong bonuses, this item gives the entire party a +1 bonus to all saving throws.
This item is not a musical instrument.
Necklace of the Spirit Drake
The wearer gains the following effects:
Necklace of the Woodlands
Pick one of these options before the game starts:
- +3 Damage with ranged attacks
- +2 Damage with melee attacks
Necklace of the Zephyr
The wearer may cast a Spell (not a scroll, wand, or item) as a Free Action. This Spell is “cast as a scroll” and may not be modified by skill tests or other enhancements which normally apply to Spells, nor may it be duplicated by other items/effects.
Necklace of Warming
Cold damage inflicted on the wearer is reduced by 2 points per attack/effect
Nether Brute Armor
Adds +2 to AC and adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
Nether Dire Flail
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
Nether Fate Armor
Adds +2 to AC and adds +1 to all saving throws
Nether Flail
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
Nether Helm
Adds +1 to AC
Nether Knocker
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
Nether Shield
Adds +2 to AC or adds a total of +4 to AC vs. Evil Outsiders and/or Aberrations
Nether Short Spear
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
Nether Spite Armor
Adds +4 to AC and adds +2 to maximum HP
Nether Stout Armor
Adds +5 to AC and adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Nether Stout Helm
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Night Javelin
magical compound Piercing weapon
Deals +2 Damage to Undead targets
Night Stick
magical melee Blunt weapon
Deals +2 Damage to Undead targets
Nightbane Armor
Adds +3 to AC. Melee attacks made on the wearer by Undead monsters deal -1 damage.
Nightbane Charm
Melee attacks made on the wearer by Undead monsters deal -1 damage.
Nightbane Coat
Adds +2 to AC. Melee attacks made on the wearer by Undead monsters deal -1 damage.
This item equips in the Torso (armor) slot.
Nightbane Shield
Adds +2 to AC. Melee attacks made on the wearer by Undead monsters deal -1 damage.
Nightshade's +2 Short Sword
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack. If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Short Sword deals 10 damage over and above the usual sneak attack bonus.
Nightshade's +2 Throwing Dagger
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack.
If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Throwing Dagger deals 10 damage.
Nightshade's Grim Gloves
Once per combat, if the wearer scores a critical hit while making a Melee sneak attack, the crit multiplier becomes ×3 instead of ×2.
This item has no effect on non-sneak attacks or non-critical hits. Even if the rogue has the means to make a Ranged sneak attack (e.g., Lenses of Vital Insight or Seth’s Ring of Shadows), this item cannot effect a Ranged sneak attack.
Nil Crystal
In addition to being a component of the Ring of the Ioun transmute, this token can also be included as a wild card in the upcoming “4C” recipe. Specifics will be available when that recipe is revealed.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Nimble Slippers
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Ninehill (Lore)
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #23.
Nixie Cloak
Negates a total of 1 point of Cold damage per room
Nixie Leather Armor
Adds +3 to AC on dry land or adds +4 to AC while underwater
Nixie Lt. Crossbow
non-magical weapon
Nixie Necklace
Equivalent to 50 GP
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Nixie Shield
Adds +1 to AC and adds +1 to Reflex saving throws
Nixie Vest
Adds +2 to AC
Nomad Armor
Adds +4 AC and +1 to Reflex saving throws
Nomad Shield
Adds +2 AC and +1 to Reflex saving throws
Nova Sunshot Pellet
Adds +5 damage as Force when fired from a Sunshot weapon.
This bonus Force damage affects all monsters in the room, but the rest of the damage only affects the initial target.
Nymph Earrings (Artisan)
Fashioned out of Pearl
In 2006 TD released limited edition Artisan Tokens. These are extremely rare tokens that represent items such as jewelry or clothing and were the spark for the major change in token design for 2007. They have no pre-declared value. One copy of each item was available for silent auction at the 2006 True Dungeon event in Indianapolis. In addition, one copy of each item was placed in the dungeon as special treasure at both the Indianapolis and So Cal events.
Oak Runestone
If a character under this effect hits a monster with a Melee weapon, that monster may not fly for one round. Multiple Oak Runestone effects made in the same round do not stack, but if the monster is hit with the Oak Runestone effect every round, the monster continues to stay grounded for as long as the character(s) can continue to hit it with the Oak Runestone effect. If the monster is in flight while hit by the Oak Runestone effect,
Oakskin Medallion
Adds +3 to AC but penalizes all saving throws by -1
Oakspirit Armor
Adds +7 to AC
Oasis Bracers
When wielding a melee weapon with the word “Oasis” in its name, the wearer deals +1 damage
Oasis Club
non-magical melee Blunt weapon
Oasis Long Bow
non-magical missile Piercing weapon
Oasis Long Sword
non-magical melee Slashing weapon
Oasis Mace
non-magical melee Blunt weapon
Oasis Shield
Adds +2 to AC and suffer -2 to Fortitude saving throws
Obsidian Dagger
non-magical weapon which breaks (must be turned into the DM) at the conclusion of combat
Obsidian Dirk
non-magical melee weapon
Odin's Eye Patch
Adds +5 to Focus
Ogre Tusk
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Oil of Deadly Venom
When applied to a weapon, that weapon deals +5 Damage as Poison.
Oil of Destruction
When applied to a weapon, attacks made with that specific weapon are able to affect critical hits on creatures that are normally immune to critical hits (e.g., Constructs, Oozes, Plants, Undead, etc.) If the wielder of the coated weapon is a rogue, attacks made with that specific weapon can be used to perform a sneak attack on creatures that are normally immune to being sneak attacked.
Oil takes one round to apply to a weapon.
Oil of Ghost Touch
Attacks against an Incorporeal creature made with a weapon coated by this oil do not suffer the 50% miss chance.
This oil neither increases nor reduces the amount of damage the weapon deals if the weapon hits.
This oil does not grant the ability to critically hit or sneak attack Incorporeal creatures.
This oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
Oil of Holiness
When applied to a weapon, that weapon deals +3 Damage on successful attacks vs. Evil monsters.
Oil of Odin's Blessing
When applied to a Melee weapon, that Melee weapon deals +2 Damage and may be used to score a critical hit against an Undead monster. (When attacking a non-Undead monster, the +2 Damage bonus is still in effect.)
Oil of Sacred Sinew
When applied to a weapon, that weapon deals +3 Damage as Sacred.
Oil of Sacred Touch
When applied to a melee weapon, that weapon deals +1 Damage as Sacred.
Unlike most weapon oils, Oils of Sacred Touch cannot be applied to a missile weapon. It could be applied to a compound weapon, but the bonus Sacred damage only triggers when that compound weapon is used in a melee attack.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
Oil of Smiting
When applied to a blunt weapon, the critical range of that weapon increases to 19-20. Thus, the player can score a critical hit if the attack result is a natural 19 or 20. This oil has no effect on edged weapons nor blunt weapons which already have an expanded crit range.
This oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
Oil of the Salamander
When applied to a weapon, that weapon deals +3 Damage as Fire.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
Oil of the Tinkerer
When applied to a weapon, attacks made with that specific weapon are able to affect critical hits on Constructs. If the wielder of the coated weapon is a rogue, attacks made with that specific weapon can be used to perform a sneak attack on a Construct. (Constructs have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.) This oil does not enable the coated weapon to crit/sneak attack any other creature type that is normally immune to crits/sneak attacks.
Oil of the Will O' Wisp
When applied to a weapon, that weapon deals +3 Damage as Shock.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
Oil of the Yeti
When applied to a weapon, that weapon deals +3 Damage as Cold.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
Oil of Venom
When applied to a weapon, that weapon deals +3 Damage as Poison.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
Old Holly Sprig
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Omni Cube
May be used in a Legendary recipe in place of one Relic token. If you need a substitute for a lower rarity token, use an Omni Orb instead.
If desired, you may use more than one Omni token in a recipe. However, each Omni token can only be used as a replacement for one token in that recipe.



































































































